NVIDIA GameWorks™ DirectX Samples

New samples in 1.2:

Antialiased Deferred Rendering

Motion Blur D3D Advanced Sample

D3D Deferred Contexts Sample

Category: Performance

This sample shows how to use D3D11 Deferred Rendering contexts to lower the CPU overhead and improve performance when rendering large numbers of objects per frame, in situations where instancing is not feasible.

FXAA 3.11 Sample

Deinterleaved Texturing Sample

Category: Performance,Visuals

This sample demonstrates how a large, sparse and jittered post-processing filter (here a SSAO pass with a 4x4 random texture) can be made more cache-efficient by using a Deinterleaved Texturing approach.

NEW:Antialiased Deferred Rendering

NEW:Motion Blur D3D Advanced Sample

Category: Visuals

This sample shows a filtering method for simulating motion blur of fast-moving objects. The method used is a 2D full-screen post-process that works on a normal framebuffer augmented with a screen-space velocity buffer; thus, filtering performance is not dependent on scene geometric complexity. The algorithm is based on the paper 'A Reconstruction Filter for Plausible Motion Blur', by McGuire et. al. (SIGGRAPH I3D'12).

D3D Compute Filter Sample

Category: Compute,Visuals

This sample demonstrates the basic techniques for using DirectCompute to process images as part of a 3D rendering pipeline. Through a series of Compute shader passes, we convert an input image into a 'summed area table' (SAT) which can then be used by a post-processing shader to simulate basic depth-of-field.